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Question by JustBonana · Nov 18, 2015 at 10:27 PM · androidunity 5exportnative plugin

Continue developing in Android Studio

Hello,

I need to integrate a few native plugins into my Android game so I exported it as a Google Android project. In Android Studio I imported this project (btw: Is it possible to make this project a Gradle one?) and wanted to continue development by integrating the plugins. But how do I continue? Where is the code? How can I modify the scripts I created in Unity? I searched everywhere but just have absolutely no idea what to do in Android Studio...

I hope you can help me

best regards, bonana

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Answer by DoTA_KAMIKADzE · Nov 18, 2015 at 10:29 PM

No, you go the other way around.

Workflow goes like that - you make plugins and then unite them in Unity project.

THERE you can find a good enough explanation how all that works, and how can you interact with plugins.

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avatar image JustBonana · Nov 19, 2015 at 09:12 AM 0
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Thanks for your answer, but integrating the plugins in Unity is exactly what I want to avoid. If I do so I can't export or build my project anymore because with all plugins integrated it exceeds the maximum method references a dex file can handle. So my idea was to export the project without any plugins integrated and do the rest in Android Studio where I can use Proguard to optimize and shrink my code and libraries (hopefully leading to less method references). So it is not possible to work with the Android projects Unity exports? What is the purpose then?

avatar image Chiv JustBonana · Nov 19, 2015 at 09:19 AM 1
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The Unity Part is hidden in the project. What you can do is customize the start up of the app or for example integrate the UnityActivity into another app. But not modifying it.

How many plug-ins do you have that you exceed the maximum? Or is it low?

avatar image JustBonana Chiv · Nov 19, 2015 at 09:30 AM 0
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I use a fair number of plugins but nothing too crazy in my opinion. The maximum number of method references a single dex can handle is something about 65k. The problem is that one of my plugins is more of a plugin bundle with a lot of different functionalities, so it might get problematic when I try to find and remove the unused stuff. That's where Proguard would help a great deal. But apparently this is impossible... :( Or do you guys know a plugin or even a function in Unity checking all dependencies and removing everything that is unnecessary?

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